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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 | /**
* Type definitions for combat types
* Auto-generated by type migration script
*/
// Combat-specific imports from shared types
import { GameMode, GamePhase, Position, TrigramStance } from "@/types";
import { PlayerMatchStats, PlayerState } from "../player";
import { StatusEffect } from "../types";
import { KoreanTechnique, VitalPointHitResult } from "../vitalpoint/types";
export interface CombatResult {
readonly success: boolean;
readonly damage: number;
readonly isCritical: boolean;
readonly hit: boolean;
readonly isBlocked: boolean;
readonly vitalPointHit: boolean;
readonly effects: readonly StatusEffect[];
readonly attacker?: PlayerState;
readonly defender?: PlayerState;
readonly technique?: KoreanTechnique;
readonly criticalHit: boolean;
readonly timestamp: number;
/** Optional vital point ID that was targeted in this attack */
readonly targetedVitalPointId?: string;
/** Animation information for technique execution */
readonly animation?: {
/** Name of skeletal animation to play */
readonly animationName: string;
/** Duration in milliseconds (adjusted by speed modifier) */
readonly duration: number;
/** Speed modifier (0.8-1.2) */
readonly speedModifier: number;
/** Technique name to display (Korean) */
readonly techniqueDisplayName?: string;
};
/** Knockback physics information (밀침 물리) */
readonly knockback?: {
/** Knockback displacement vector in world space */
readonly displacement: { x: number; y: number; z: number };
/** Knockback animation duration in seconds */
readonly duration: number;
/** Recovery window (vulnerable state) in seconds */
readonly recoveryWindow: number;
/** Whether knockback triggers fall animation (넘어짐) */
readonly shouldFall: boolean;
};
}
// Round result information
export interface RoundResult {
readonly roundNumber: number;
readonly winner: PlayerState | null;
readonly method: "knockout" | "time" | "forfeit" | "draw";
readonly duration: number;
readonly finalHealth: readonly [number, number];
readonly damageDealt: readonly [number, number];
readonly combatEvents: readonly CombatResult[];
}
// Match statistics - Fix: Remove duplicate and use single definition
export interface MatchStatistics {
// Top-level match statistics
readonly totalDamageDealt: number;
readonly totalDamageTaken: number;
readonly criticalHits: number;
readonly vitalPointHits: number;
readonly techniquesUsed: number;
readonly perfectStrikes: number;
readonly consecutiveWins: number;
readonly matchDuration: number;
readonly totalMatches: number;
readonly maxRounds: number;
readonly winner: number;
readonly totalRounds: number;
readonly currentRound: number;
readonly timeRemaining: number;
readonly combatEvents: readonly CombatEventData[];
readonly finalScore: { player1: number; player2: number };
readonly roundsWon: { player1: number; player2: number };
// Individual player statistics
readonly player1: PlayerMatchStats;
readonly player2: PlayerMatchStats;
}
// Main game state interface
export interface GameState {
readonly mode: GameMode;
readonly phase: GamePhase;
readonly players: readonly [PlayerState, PlayerState];
readonly currentRound: number;
readonly maxRounds: number;
readonly timeRemaining: number;
readonly isPaused: boolean;
readonly matchStatistics: MatchStatistics;
readonly winner?: PlayerState | null;
}
export interface TrainingCombatResult extends CombatResult {
readonly accuracyScore: number;
readonly techniqueScore: number;
readonly formScore: number;
readonly improvementAreas: readonly string[];
readonly nextTrainingGoals: readonly string[];
}
export interface CombatEventData {
readonly id: string;
readonly timestamp: number;
readonly type:
| "attack"
| "block"
| "critical"
| "vital_point"
| "stance_change";
readonly attacker: number;
readonly defender: number;
readonly damage: number;
readonly technique?: string;
readonly result: "hit" | "miss" | "blocked" | "critical";
readonly effects?: readonly string[];
}
export interface CombatStats {
readonly totalDamage: number;
readonly criticalHits: number;
readonly vitalPointHits: number;
readonly techniquesUsed: number;
readonly stamina: number;
readonly ki: number;
}
export interface CombatSystemInterface {
calculateDamage: (
technique: KoreanTechnique,
attacker: PlayerState,
defender: PlayerState,
hitResult: VitalPointHitResult,
) => {
baseDamage: number;
modifierDamage: number;
totalDamage: number;
effectsApplied: readonly StatusEffect[];
finalDefenderState?: Partial<PlayerState>;
};
/**
* Resolve an attack between attacker and defender
*
* **Korean**: 공격 해결
*
* @param attacker - Attacking player state
* @param defender - Defending player state
* @param technique - Technique being executed
* @param targetedVitalPointId - Optional specific vital point to target
* @param animationContext - Optional animation timing for reality-based hit detection
* @returns Combat result with hit/miss and damage information
*/
resolveAttack: (
attacker: PlayerState,
defender: PlayerState,
technique: KoreanTechnique,
targetedVitalPointId?: string,
animationContext?: {
animationType: import("../animation").AnimationType;
currentTime: number;
},
) => CombatResult;
applyCombatResult: (
result: CombatResult,
attacker: PlayerState,
defender: PlayerState,
) => { updatedAttacker: PlayerState; updatedDefender: PlayerState };
getAvailableTechniques: (player: PlayerState) => readonly KoreanTechnique[];
}
export interface CombatSystem {
readonly update: (
players: readonly [PlayerState, PlayerState],
deltaTime: number,
// eslint-disable-next-line @typescript-eslint/no-explicit-any -- Return type varies by implementation
) => any;
readonly processTechnique: (
technique: KoreanTechnique,
attacker: PlayerState,
defender: PlayerState,
// eslint-disable-next-line @typescript-eslint/no-explicit-any -- Return type varies by implementation
) => any;
readonly calculateDamage: (
technique: KoreanTechnique,
attacker: PlayerState,
defender: PlayerState,
) => number;
}
export interface TrainingResult {
readonly accuracyScore: number;
readonly techniqueScore: number;
readonly formScore: number;
readonly improvementAreas: readonly string[];
readonly nextTrainingGoals: readonly string[];
readonly hit: boolean;
readonly damage: number;
readonly timestamp: number;
}
export interface TrainingSession {
readonly id: string;
readonly startTime: number;
readonly endTime?: number;
readonly mode: TrainingMode;
readonly difficulty: TrainingDifficulty;
readonly player: PlayerState;
readonly results: readonly TrainingResult[];
readonly overallScore: number;
readonly improvements: readonly string[];
}
export type TrainingMode =
| "basics"
| "techniques"
| "sparring"
| "philosophy"
| "meditation";
export type TrainingDifficulty =
| "beginner"
| "intermediate"
| "advanced"
| "master";
export interface TrainingTarget {
readonly id: string;
readonly position: Position;
readonly size: number;
readonly type: "vital_point" | "technique_zone" | "balance_point";
readonly difficulty: number;
readonly active: boolean;
}
export interface TrainingProgression {
readonly currentLevel: number;
readonly experience: number;
readonly masteredTechniques: readonly string[];
readonly availableStances: readonly TrigramStance[];
readonly achievements: readonly string[];
}
|